New Data Suggests That PS5 Has Outsold Xbox Series X/S 2-to-1

It looks like Sony’s PlayStation 5 has sold around double the number of units as the Xbox Series X | S, according to data shared in a recent Take-Two Interactive earnings report (h/t GameSpot).

In one slide, the gaming company shared that 77 million Gen 9 consoles have been sold as of December 31, 2023. While that figure doesn’t give us too much insight on its own, on December 20, 2023, Sony announced that it had just sold a little more than 50 million PS5s. Microsoft usually keeps its numbers under wraps, but with Take-Two’s information in mind, we can estimate that Xbox Series X | S sales sit at around 27 million units sold.

It’s an approximate look at the state of Gen 9 that keeps in line with previous sales updates. In July of last year, Sony revealed that its latest PlayStation console was still going strong with 40 million units sold. At a games event in Brazil around this same time, Xbox Series X | S sales were said to be at just over 21 million.

Both the PS5 and Xbox Series X | S launched in November 2020. The Sony console received a bit of an update with the Slim model last year. While the Xbox Series X | S consoles haven’t quite gotten their mid-gen refresh yet, leaked documents suggest that Microsoft might have plans to release something later this year.

Today’s Gen 9 update are interesting in the context of other rumors surrounding Xbox’s future. More than a few reports have recently come out, suggesting that many Xbox exclusives — including games like Indiana Jones and the Great Circle, Starfield, Sea of Thieves, and Hi-Fi Rush — will soon come to console competitors like PlayStation. When fans were shocked by the news that exclusive titles may soon come to rival platforms, Xbox head Phil Spencer chimed in with a promise to address concerns as part of a business update next week.

For more, be sure to check out our thoughts on Xbox’s future and Microsoft’s messaging strategy. You can also take a look at our list of the best-selling consoles of all time.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

I Hope Suicide Squad Kills the Cursed Looter Shooter Trend

For me the disappointment of Suicide Squad: Kill the Justice League isn’t just about its quality. It’s about what it’s not as much as what it is. There’s very little of what made developer Rocksteady’s games so great in the past – near-unparalleled superhero power trips that sit alongside Insomniac’s critically acclaimed Spider-Man series. It’s also the latest in a frustratingly long line of beloved single-player-championing studios delving into unwelcoming loot-infested live-service waters. It’s been a perilous leap for many to make, with success limited to very few not called Bungie, and I hope we’re now at the end of this detrimental trend that’s plagued so many.

In recent years, BioWare abandoned the comfort of its trademark deep RPG writing in favour of Anthem’s cold, hollow, RNG-fuelled exosuits. It was the first real notable example of this happening; a studio ripping apart from its roots to chase high-risk trends popularised by the likes of Destiny. “Anthem was the ultimate expression of that,” BioWare veteran James Ohlen told Rock Paper Shotgun. “It got away from everything. It’s kind of like the anti-BioWare game.”

There have since been others chasing these online looter shooter trends that have rapidly gone out of fashion with each passing year. Arkane brought none of its best-in-class level design to the empty, vampiric streets of Redfall. Crystal Dynamics promised much in its Marvel’s Avengers campaign, but lost its way completely regarding its live-service offerings. And most recently, Rocksteady traded in their expertly designed Gotham for a shallow Metropolis.

Suicide Squad’s main problem isn’t in its art direction, character design, or storytelling (although mileage may vary on that last one). These are all things we’ve come to expect and enjoy from Rocksteady, masters of their craft when it comes to creating superhero open worlds. But while it has largely delivered on that trio of creative disciplines, the studio’s other notable strengths – best-in-class campaign design, genre-leading combat systems, and engaging open worlds – are the areas in which Suicide Squad has stumbled. And that faltering is rooted in the pivot to creating a long-term content delivery machine – AKA a live-service shooter.

That faltering is rooted in the pivot to creating a long-term content delivery machine – AKA a live-service shooter.

In the nine years it has taken the London-based studio to finish work on Kill the Justice League, numerous examples of exactly the same kind of pivot project failing have come and gone, yet no change of direction has seemingly been plotted. That’s likely because of the weight of the AAA machine; like a heavy cruise liner, it can be difficult to change the course of all those resources and staff when the journey begins. But the result of that is a wholly incongruous mess of a looter shooter where bland gunplay makes neither canonical sense nor an engaging gameplay loop.

Gear progression and how it intertwines with talent trees and class abilities is a delicate balance that is by no means easy to achieve. The Borderlands series has historically done it very well, and while the Pandora gunfests do have significant stories told throughout, you always get the feeling that developer Gearbox’s focus is on making the most outrageous and fun arsenal to play with possible. But Borderlands games are, of course, not live-service. Tackling that added demand of a long, long life of ever-expanding content adds a whole new weight on top of all that to balance.

A more pertinent example, then, might be Diablo, which has achieved this as successfully as anyone over the years thanks to Blizzard, a studio whose very DNA is built around online multiplayer experiences. For almost 30 years the developer has refined a game loop completely centered on chasing that next piece of loot. That desire to want to come back repeatedly and grind for the next piece of gear is key to the success of loot-based games, and is what I look for over all else in the genre. Strike gold with that, and even games that possess just a slither of Rocksteady’s storytelling chops, such as 2021’s Outriders, can keep me engaged enough to keep playing thanks to fun weapons and abilities.

One note combat is a common thread between all of these recent failed experiments. Redfall’s selection of identikit weapons didn’t offer anywhere near the sort of malleable approaches that Dishonored’s blades and powers brought to encounters. Although Marvel’s Avengers’ heroes did each have a set of abilities intrinsically linked to their character, the rote defend and capture the objective scenarios you were placed in offered limited thrills. And Anthem’s mission design was near non-existent as you jetted around its open world searching for any semblance of BioWare’s famous quest writing.

Rocksteady created one of the most influential combat systems in the form of Batman Arkham’s counter-based melee flow, and to step away from this and create a gun-based looter shooter was a bold move. Sadly, it just didn’t pay off. Each gun feels fundamentally very similar to the next and last, with interesting perks and alternate fires kept at a real premium. The least you’d expect from a looter shooter is to have interesting loot to shoot with, but the focus on that in Suicide Squad just isn’t quite there. I’m all for developers trying something new in an attempt to avoid things becoming stale, but successful new beginnings are rooted in a recognition of historic strengths. I wish Rocksteady had used its previous top-tier melee combat, dense open world, and thrilling storytelling experience as a base, rather than shifting to what is an almost entirely different development format.

This challenge is something, to its credit, that Sony has managed well with PlayStation Studios. Time is given to each creative team to make the project they want to make, with story-driven single-player games remaining a dominant focus. Naughty Dog has become the standard bearer for this philosophy in the years that Rocksteady has spent making Kill the Justice League. But that isn’t to say they didn’t attempt to branch out to multiplayer in that time, either, with Sony recently cancelling a stuttering The Last of Us online project. We’ll never know how this would’ve turned out, but if recent history has told us anything, it’s that halting development before it rumbles on for years might have been the right move by PlayStation. Something confirmed by Naughty Dog itself in the statement announcing the cancellation:

“To release and support The Last of Us Online we’d have to put all our studio resources behind supporting post launch content for years to come, severely impacting development on future single-player games. So, we had two paths in front of us: become a solely live service games studio or continue to focus on single-player narrative games that have defined Naughty Dog’s heritage.”

Interesting results can come from developers stepping out of their comfort zone and trying something new.

That’s not to say that risks can’t and shouldn’t be taken, though, if approached in a sensible and measured manner. Interesting results can come from developers stepping out of their comfort zone and trying something new; dipping their toes into the water before diving headfirst. In regards to PlayStation, Sucker Punch’s Legends expansion to 2020’s Ghost of Tsushima was a well-constructed online co-op offering rooted in its fundamentally exciting sword combat. The experience was scaled appropriately for an experimental DLC, offering a small but rewarding pool of gear for progressing through missions, which culminated in a challenging multi-part raid full of memorable art direction. The key, though, was that this focus was narrow, adding a handful of hours of multiplayer fun onto an already solid single-player base.

I still want to see more Sucker Punch single-player stories, but this smaller-scoped experiment has at least given me confidence that they could make the looter-shooter live-service jump where others have fallen. Maybe it would have been wise for Rocksteady to test out some of Suicide Squad’s online components in an Arkham Knight expansion before fully implementing those ideas nine years later.

Unfortunately, it’s still unclear to see how far those who leaped have fallen. It can’t be a coincidence, though, that these studios all find themselves reverting back to what made them such respected names in the single-player space. BioWare is hoping to recapture that story-driven RPG magic with new Dragon Age and Mass Effect games in development. Arkane has light at the end of the tunnel with Marvel’s Blade being helmed by their Lyon studio, a stealth combat game that hopes are high for. Crystal Dynamics finds itself under the parasitic control of Embracer Group, who has seemingly done nothing but cancel projects and lay off staff since making their huge financial gamble – I hope the Tomb Raider studio manages to survive and thrive again.

Failures to launch should be the wake-up call needed to stop mismanaging talent.

I sympathise with all of these developers, none of whom set out to make games that would go on to be considered dead on arrival. Instead, eyes need to be turned towards those making the decisions, whether those be studio heads, publishers, or other executives, on what type of games these studios should make. The list of previously mentioned failures to launch should be the wake-up call needed to stop mismanaging talent and siphoning their passion into projects that benefit neither their developer’s skillsets nor the player’s ultimate enjoyment.

It’s a lesson that Warner Bros. seemingly never learned with Kill the Justice League – although hopefully one they’ve now learned, considering Suicide Squad’s questionable success (as of writing, it’s not even in Steam’s top 100 played games) comes not long after the news that WB’s own Hogwarts Legacy, a single-player open-world story-driven game, happened to be 2023’s biggest-selling game. It’s too soon to say what’s next for Rocksteady, which still has the first steps of its live-service roadmap to make when Joker arrives as a playable character next month. Suicide Squad could buck the trend, becoming a huge success that grows strong as the months and years go on. Warner Bros. will certainly be hoping so. I have my doubts, though. I just hope it does well enough that a studio home to so much single-player talent is allowed to spread its (bat)wings again.

Simon Cardy really does hope this signals the end of the trend. Follow him on Twitter at @CardySimon.

Ubisoft Will Not Increase Investment in VR Following Disappointing Sales of Assassin’s Creed Nexus VR

VR fans hoping for Ubisoft to invest more in the space will be disappointed to hear that the company is not planning to increase investment in VR games following disappointing sales of its most recent VR endeavor Assasin’s Creed Nexus VR.

During a financial Q&A to discuss Ubisoft’s third-quarter sales for the 2024 fiscal year, Ubisoft CEO Yves Guillemot responded to a question from a caller who asked what the company plans for VR development due to the recent hardware releases, most notably Apple Vision Pro. Guillemot revealed that Ubisoft does not want to invest too much in the VR market due to Nexus VR’s sales.

“We have been a bit disappointed by what we were able to achieve on VR with Assassin’s Creed,” Guillemot explained during the Q&A session. “It did ok, and it continues to sell, but we thought it would sell more, so we are not increasing our investments on VR at the moment because it needs to take off.”

Guillemot also noted that Ubisoft was “very impressed” with Apple’s new spatial computer that launched last week, however the company is not going to expand more on VR development, saying that it will continue to “look at but not invest too much in, until it grows enough.”

Assassin’s Creed Nexus VR was released last November exclusively on the Meta Quest headsets. In our review, we said: “Assassin’s Creed Nexus is an impressively complete Ubisoft game, even if not all those parts stick the landing in VR.”

However, it is not Ubisoft’s only attempt to dive into the market as the French-based publisher has produced several games for virtual reality headsets. In 2017, Tom Clancy’s developer, Red Storm Entertainment, released Star Trek: Bridge Crew for PSVR, PC VR headsets, and the Meta Quest. Additionally, Ubisoft released Space Junkies in 2019 and Transference in 2018, the latter of which supports VR and non-VR formats. Ubisoft has also developed virtual reality experiences, like Far Cry VR: Dive Into Insanity and Escape The Lost Pyramid.

Unfortunately, Ubisoft’s confirmation of not further investing in VR is not entirely surprising. During an earnings call in July 2022, the company announced it had canceled a VR game based on Tom Clancy’s Splinter Cell franchise. Like Nexus VR, it also would have been exclusive to the Meta Quest headsets.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

‘Florida Joker’ Says He’s Not Suing Rockstar Over GTA 6 Anymore, but Does Want to Be Paid to Voice the Character

The Florida Joker is back, this time to tell Rockstar he’s not going to sue over a character in GTA 6 anymore. Rather, he’d very much like to voice the character instead.

First, some background. Lawrence Sullivan — aka the Florida Joker — had complained about the GTA 6 trailer by threatening a lawsuit against developer Rockstar Games unless he was paid.

GTA 6 takes place in the state of Leonida, Rockstar’s version of Florida, and following the release of the record-breaking debut trailer fans noticed several real-life references. Among them was what appeared to be a reference to Sullivan, a tattoo model who garnered plenty of online attention after his mugshot went viral in 2017. He earned the nickname Florida Joker due to his green hair and face tattoos.

The GTA 6 version, seen in a quick shot of news footage, is a bit different — purple hair instead of green, some different face tattoos — but the similarities are certainly hard to ignore, which Sullivan didn’t. He acknowledged the GTA 6 video in a TikTok posted last year, and then posted a follow-up demanding millions of dollars in compensation.

In that TikTok, Sullivan appeared with purple-dyed hair to ape the GTA 6 character more closely. “GTA, I’m giving you the biggest free marketing you got in the entire history of running this GTA game,” he said. “For that, I want an extra million dollars. Y’all taking forever to respond back to me. GTA we gotta talk.”

Then, Sullivan said: “You think I’m playin? You got three days… three days before my lawyers go crazy on this case. I got hard evidence.” IGN had asked Rockstar to comment on Sullivan’s claims, but didn’t hear back. In a previous TikTok, Sullivan demanded up to $2 million from Rockstar Games over the character’s appearance in the trailer. “Florida Joker ain’t having that,” he said, “y’all took my likeness, y’all took my life.”

Now, Sullivan has taken to TikTok once again, this time singing a different tune. “GTA, Rockstar, Take-Two, we gotta talk,” Sullivan said. “I’m not suing y’all no more, but y’all still out your goddamn nuggets. It’s been two whole months. Y’all still haven’t reached out to me. Still haven’t DM’d me. Let’s do what’s right. Show me like $50,000, $100,000. Let me voice the character, let me go to the meet-and-greets when the game is released, sign, take pictures with the fans. Come on man, we make worldwide news, every blog. Every news outlet covered me on the game. Everyone knows who I am, trust me. So GTA, Rockstar, we gotta talk.”

Sullivan then goes on to say perhaps the silliest thing he’s said throughout this entire saga: “I’m making the game more relevant. People want to play it. I’m the reason the game is so hype right now.”

Despite Sullivan’s various TikToks, it seems unlikely he will get anything out of Rockstar Games. Last year Roger Clark, the voice actor behind Red Dead Redemption 2 protagonist, Arthur Morgan, warned Sullivan from taking on the might of Rockstar. “They’re [Rockstar Games] not going to talk to you,” he said in a since-deleted TikTok.

“They’ve had people like you trying to sue them for decades. They are lawyered up, man. They know exactly what they can and cannot get away with. If I were you, I would use the notoriety they just threw your way to your advantage. Capitalize on it somehow. You ain’t getting a job at Home Depot with that face.”

Sullivan’s TikToks are only the latest development in what’s been a whirlwind since the leak, and then the official launch, of the hotly anticipated GTA 6 trailer. It broke YouTube viewership records and spurred a number of theories as fans eagerly await the game’s 2025 release, although PC gamers will have to wait.

This week, Ubisoft CEO Yves Guillemot said he expects a GTA 6 release sometime after March 2025. This is notably a little later than what some have been speculating based on past remarks by Take-Two Interactive, GTA 6’s publisher.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Hideo Kojima Says if Your Mother Walks in on You Playing His New Action-Espionage Game, ‘She’ll Think You’re Watching a Movie’

Hideo Kojima has returned to his once dormant YouTube channel, HideoTube, after seven years to discuss Death Stranding 2, his recently announced return to the action-espionage genre, and to talk openly about a difficult time he went through during the height of the pandemic.

During the PlayStation State of Play January 2024 showcase, Metal Gear creator Hideo Kojima announced his return to the action-espionage genre with a video game and movie hybrid codenamed Physint that’ll have “near life-like graphics”.

We don’t know much about Physint, but what we do know suggests a PlayStation 6 launch is a distinct possibility. During State of Play, Kojima said production is expected to begin “in earnest” at Kojima Productions after Death Stranding 2 and in partnership with Sony.

In the new video, Kojima again bigged up Physint’s visuals. “It will be both a game and a movie at the same time,” he said. “That’s why we were at Sony Pictures. A new action-espionage game. Of course, it will be a game. However, if your mother walks in and sees you playing this game, she’ll think you’re watching a movie. I’m not sure how far we can take it yet.”

Kojima is of course famous for his fancy cutscenes and hyper-detailed character models. The way he’s talking about Physint, it sounds like we can expect another leap in visuals.

Kojima then went on to discuss why he decided to make Physint, pointing to the many requests he’s had to make another Metal Gear game. “… because I became independent, I wanted to do something new with my own IP,” he said. “So to challenge myself, I first made DS. Then, to create a franchise, I made DS2. And I wanted to do something even newer, so I started working on OD. And since then, there have been a lot of new ideas. But in the last eight years, every day on social media, from users all around the world, people have been asking me to create another Metal Gear and stuff like that.”

Kojima then talked about a moment in 2020 during the pandemic when he became so ill he had to have surgery and even wrote a will. It sounds like a serious moment in the life of the 60-year-old, so much so that he considered leaving video game development behind. But it was a message from Hollywood director Guillermo del Toro, who starred in Death Stranding, that Kojima credits as “saving” him.

“I fell ill in 2020,” Kojima said. “It was also during the pandemic, so I was sick and isolated during all of it. I even had surgery. And I thought, ‘I can’t anymore.’ I was at my lowest and felt like I couldn’t go back to making games. I wrote a will, too. And in that moment, I realised that people die. But, I turned 60 last year. I’ll turn 70 in 10 years. I hope to never retire.

“Having said that, if the users desire it so much, I thought I should change my priorities a bit. I still want to do new things, but I decided to make an action-espionage game. I get many requests from Hollywood to make films, but I’ve refused them. Because I have my own company now, I can’t leave for one or two years to go make a movie. The company would collapse. I was in a tough spot.

“And I talked to Guillermo del Toro about it. And he said, ‘Hideo, what you’re making is already a movie. Keep going as you are.’ His words saved me.

“And since we’ll be working with many creators in the business, though the output is a game, it won’t be too different from movies.”

Kojima’s video is worth a watch as it goes into more detail on Death Stranding 2, revealing various story and character details while retaining much of the mystery he’s famous for fostering.

It’s a busy time for Kojima, who is working on Death Stranding 2, OD for Microsoft, and Physint for Sony. There’s also an untitled Death Stranding film in the works.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Suicide Squad: Kill the Justice League Player Discovers Hidden Message, Sparks Rampant Speculation About the Return of a Famous Character

A Suicide Squad: Kill the Justice League player has unearthed a hidden message that looks like a strong hunt at the return of a crucial character.

Suicide Squad: Kill the Justice League spoilers follow.

In Suicide Squad: Kill the Justice League, Harley Quinn kills a mind-controlled Batman in what has proven to be one of the most controversial story moments in Rocksteady’s looter shooter. This is the Batman from Rocksteady’s much-loved Arkhamverse, and so the cutscene sparked a vociferous debate about the character’s demise.

That, many players thought, was that. But could Batman return? A new video from Batman Arkham Videos suggests Batman is set for a return. As detailed in the video, Suicide Squad players can find 12 calendars throughout Metropolis, each highlighting a specific date. Importantly, the calendar for December features a bat symbol on the marked day, and is found in the location of a crucial Batman scene.

While this Easter egg appears to be the work of Batman supervillain Calendar Man, it is very much about Batman himself. As Batman Arkham Videos worked out, is that converting the dates into letters based on the day of the month, and sorting each letter in order by month, they spell out a hidden message: “He will return.”

As you’d expect, the discovery has caused the Suicide Squad community to excitedly predict how Batman might return. On the face of it, it seems unlikely (he was shot in the head after all). But there are all sorts of theories beyond the simple, ‘this is a comic book story so superheroes never die’ explanation. For example, some theorise the Justice League characters who are killed in the game are clones created by Brainiac, and the original characters are holed up somewhere for safekeeping. Another theory suggests multiverse shenanigans, which may or may not mean Batman from another universe turns up to save the day. Some even reckon the entire game takes place in an alternate universe separate from previous Arkham games.

There’s more: datamining has shown strong hints that Flash and Green Lantern are set to return in some form, so adding Batman to the list wouldn’t be a big reach. Officially, all we know is that Joker is set to arrive in Suicide Squad as a playable character. Other characters suspected to be on their way include Mrs Freeze (Nora Fries), Lawless, and Deathstroke.

But it’s the return of Batman that would be the highest-profile change, given how Suicide Squad’s story has gone down with some. Developer Rocksteady and publisher Warner Bros. have yet to comment.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Helldivers 2 Overtakes God of War to Become Sony’s Biggest Ever Game Launch on Steam

Helldivers 2 has become Sony’s biggest ever game launch on Steam, despite a ‘mixed’ reception from players.

Arrowhead Game Studios’ cooperative action game is published by Sony Interactive Entertainment across PS5 and PC via Steam. While Sony does not publish player numbers for PlayStation games, Valve does for Steam games. Yesterday, February 8, Helldivers 2 launched big on Steam with a peak concurrent player count of 81,840. That puts it ahead of Sony Santa Monica’s God of War, which enjoyed a peak concurrent player count of 73,529 when it launched on PC two years ago, according to SteamDB.

Helldivers 2’s PC success comes despite it launching day-and-date alongside the PS5 version, which is an unusual but not unprecedented strategy for Sony. Sony published IllFonic’s Predator: Hunting Grounds, for example, across PS4 and PC on the same day in April 2020. Helldivers 2 is also the top-selling game by revenue on Steam, ahead of smash hits such as Palworld and Call of Duty. It’s worth noting Helldivers 2 is not a full-price game but cheaper at $39.99.

Whether Sony might be willing to relax its policy for its big first-party exclusives remains to be seen. The recently released Marvel’s Spider-Man 2 is not available on PC and Sony has yet to announce a PC version. Shift Up’s eye-catching action game Stellar Blade is down for release on PS5 only, as is Team Ninja’s Rise of the Ronin. Concord, a brand new PvP multiplayer first-person shooter from Firewalk Studios, is due to launch on PS5 and PC.

Despite Helldivers 2’s Steam success, it has a ‘mixed’ user review rating, with some users pointing out performance problems that are causing issues on PC. Arrowhead has released a patch to Steam that appears to have eased matchmaking issues for PC as well as some crash issues.

“We know there’s more to solve, and we’re working our way through it,” Game Director Mikael Eriksson said. “Nevertheless, we hope this rapid patch goes a long way to making your experience better.

“Now go smash some bugs (and bots)!”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

IGN UK Podcast 735: Helldiving into Final Fantasy 7 Rebirth

Cardy, Matt, and Jesse have been blowing loads up aliens up in Helldivers 2 and having a bloody laugh doing it, too. There’s also a big delve into the first couple of chapters of Final Fantasy 7 Rebirth and whether it lives up to the high standards of Remake. Plus, there’s also plenty of time to look back at Uncharted: The Lost Legacy, chat about True Detective: Night Country, natter about The Iron Claw, and break huge chocolate biscuit news.

Get in touch at ign_ukfeedback@ign.com.

IGN UK Podcast 735: Helldiving into Final Fantasy 7 Rebirth

Take-Two CEO Says Competing Xbox and PlayStation Consoles Are a ‘Benefit’ but Not a ‘Necessity’

In recent weeks, a flurry of Xbox rumors about everything from platform exclusivity, the future of the company as a hardware maker, and more have prompted fans to start speculating whether or not there will even be an Xbox console for the next hardware generation. Xbox head Phil Spencer has been gearing up to explain the company’s business plan in an update next week, but in the meantime, Take-Two CEO Strauss Zelnick is keeping a relatively cool head about how any of it will impact his company’s business.

Speaking to IGN ahead of the release of Take-Two’s Q3 earnings, Zelnick spoke about both the future of physical games media as well as whether or not having two competing consoles was a necessity. We pointed out the persistent rumors that Xbox seems to be backing away from selling physical games, and asked Zelnick if Take-Two still saw value in releasing physical games on Xbox in light of that – especially since 95% of the company’s net bookings last quarter were digital anyway.

Zelnick answered with a line he’s used before when asked about other types of business models: “We’ll be where the consumer is.”

” I think I said, I think ten years ago, I was asked what will be the market share of digital distribution in ten years and I said, most of it. [Author’s Note: We couldn’t find this precise quote, but he did predict digital would grow significantly.] But there will almost certainly be a physical market that extends for quite a long time. There still is in the recorded music business, for example. We’ll support that if it makes sense to support it. We don’t make our decisions based on opinions. We base our decisions on where the consumer is.”

It’s not costly to master something for physical distribution.

I pressed him on the situation with Xbox specifically, and Zelnick reiterated his stance. Xbox’s own moves will certainly inform their decision, he said, because they can’t publish physical games on a console if it doesn’t support them. But what it all comes down to is still consumer behavior.

Then, he added:

“It’s not costly to master something for physical distribution. As long as you don’t produce too much inventory, it’s not costly…So this isn’t a big decision for us. It was a big decision 30 years ago in the business when we had to produce cartridges, and you couldn’t do anything with them…but today we can order a disc and five days later it can be on the shelf.”

Finally, I asked Zelnick if he felt it was important to his business and the health of the video game market to have an Xbox console competing with PlayStation. He replied: “I think it’s a benefit. Do I think ultimately it’s a necessity? No. But I do think it’s a benefit.”

Take-Two reported net bookings of $1.34 billion in the last quarter, down 3% year-over-year, and 95% of which were digital. Grand Theft Auto 5 sold yet another five million copies, bringing it up to over 195 million total units, and NBA 2K24 crossed the 7 million units sold mark as well. The company lowered its fiscal outlook for the full year due to a mix of factors including the delay of No Rest for the Wicked, weakening mobile ad spend, and lower than expected performance of NBA 2K. The new outlook expects between $5.25 billion to $5.3 billion in net bookings.

We also spoke to Zelnick in the same interview about the GTA 6 trailer leak last December, and asked the CEO about the company’s plans for cost reduction, and whether or not those would include layoffs.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Take-Two CEO Says GTA 6 Trailer Leak Was ‘Disappointing,’ ‘but Ultimately I Don’t Think It Hurt Us’

Alongside Take-Two’s earnings report, CEO Strauss Zelnick revealed his thoughts on the trailer leak for Rockstar Games’ highly anticipated Grand Theft Auto 6.

Zelnick said that while it was “disappointing” that the trailer was leaked before Rockstar could officially reveal it to the world, he does not believe it hurt the development team.

“It’s amazing when the trailer announcement is huge news, and then we were very gratified when the trailer broke the internet…so we couldn’t be happier or more excited,” Zelnick explained. “In terms of the leak, that’s always disappointing for the team, but ultimately, I don’t think it hurt us.”

Grand Theft Auto 6 was one of 2023’s biggest gaming announcements, coming in right at the end of the year. Rockstar planned to reveal the first GTA 6 trailer on December 5, 2023, at 9 am ET. However, that trailer would be leaked on X/Twitter less than 24 hours before its scheduled premiere, leading to Rockstar officially posting the trailer on YouTube early.

As Zelnick alluded, Rockstar developers took to social media to express their frustration at the trailer leaking before its premiere. Nevertheless, the trailer was still a massive hit when it did premiere, breaking MrBeasts’ record for most views on YouTube in 24 hours. One of the game’s playable characters, Lucia, also quickly became a fan favorite, to the point that fans are already modding her into other games.

Grand Theft Auto 6 will be released sometime next year on PS5 and Xbox Series X/S. For more on GTA 6, check out our roundup of everything we’ve learned about the game so far.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.